segunda-feira, 28 de fevereiro de 2011

Hi, the Level1 is almost done (just the bottom Ground part Borders to cover...)

And I get one more colour onto the sprites: a Middle Gray.
This is a PF that I have in all the Screens.
This is saying that mostly of the Sprites will have now 4colours, instead of the traditional 3colours: PM, ORED, PF0-White, PF2-MiddleGray.

6 comentários:

Vladimir Janković disse...

Good job, as always :)

Alex disse...

This looks amazing. How are you doing it? Are you using Antic 4, 4 color character graphics for the backgrounds? And then PMG for the subs and enemies? How will hit detection work? Just curious, looks really cool.

José Pereira disse...

It's a Bitmap Mode only 4colours (PF0,PF1,PF2,Background)
I am using PRIOR0 and this way PF3 will not be usefull as it will conflict with PF2 in the Enemys PM2&PM3 Oring.
And there's more cycles available if we go into Bitmap Mode.
(There's many thing going on screen and cycles are needed)
And more, we need to do many DLIs. and PMs. Multiplexing and if in Bitmap there's no BadLines.

The sprites worklike this:
PM0-Our Subm.
PM1-Horiz.shooting/DLI/Vert.shoot
PM2/PM3-2Enemys by Line (even a small part of a third one on each line can be shown)



Here are two Levels but I've seen all and the colours I have are just the ones I need to get even better than C64 and our Submarine will have these Blue Metalic (A8 colour 09) the same colour 09 and these same Luminances in all the Levels.
And other Enemys like Small and Large Sharks/Bombs/Mines/... will use other colours/Luminances in this 'shading' A8 great Pallete Method.
I just need to get first the Master and in all levels ones that Oring PRIOR0 the right ones for all the sprites.


I am doing this with some Coders behind, just giving some answers but there's no coder untill now and this is why it is stopped lately.
If anyone wants to code I maybe get all in a week.
Thanks.
Greets.
José Pereira.

Alex disse...

I do like the colors, looks very nice. What does "Oring" mean? And by Bitmap do you mean the 4X8 characters (four color) or are you using Graphics 7 mode in 4 colors? I can't wait to see the result!

José Pereira disse...

Using Bitmapp Gr.15 4colour (it's not a CharMode)
Each sprite=1PM


PRIOR0:
(Highest to less Priority)
PM0&PM1 Ored PF0andPF1
PF0&PF1
PM2&PM3 Ored PF2&PF3
PF2&&PF3
Backgr.


Ored means that if the PM is over the accordding PFs. it shows:
-> PM colour if over Backgr.
-> PM over the right PF give another colour and/or luminance.

(This 'Oring is done by the Logical Operation OR (like others do other things: AND/EOR/...)
Try to learn this at Wikipedia, have to go now, bur probably tomorrow i see if I get some time to expalain here with some concrete A8 examples.

Greets.
José Pereira.

Alex disse...

Thanks for the info Jose, I'm still learning about the A8. I love the color choices for the sky and ocean floor. Are you using a custom display list in order to get that many colors on screen in Gr. 15? And if I follow you, you are limited to 4 enemies on screen with PMG? Are you using other animation or sticking to PMG?